Hi, Do anyone know what are these diagonal lines on my GL_QUADS?? Could I take out it? thanks
can u post ur code?
hi, this is my init; maybe problem is here:
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glShadeModel(GL_SMOOTH);
glClearColor( 0.0, 0.0, 0.0, 0.0 );
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
glEnable(GL_POLYGON_SMOOTH);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glHint(GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE);
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
hi, i dont understand…
mmm what?
I would try to remove glEnable(GL_POLYGON_SMOOTH); ( I dont think this is hardware accelerated anyway… antialiasing is achieved by multisampling nowadays )
if it doesnt help then you can try to remove all glHint calls…
Originally posted by Trahern:
[b] I would try to remove glEnable(GL_POLYGON_SMOOTH); ( I dont think this is hardware accelerated anyway… antialiasing is achieved by multisampling nowadays )
if it doesnt help then you can try to remove all glHint calls… [/b]
removing glEnable(GL_POLYGON_SMOOTH) the lines vanish, but image appear aliased…(the second suggest dosn’t help)
you should use GL_ARB_multisample extension if you want to antialias your scene
sorry, but that scene is anti-alised; without these instruction, my scene appear jagged…the problem is what are they…
Have you looked at the redbook example?
http://fly.srk.fer.hr/~unreal/theredbook/chapter07.html
For polygons in particular, use glBlendFunc (GL_SRC_ALPHA_SATURATE, GL_ONE), not glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); otherwise you’ll get a fractional bleed from the background (the dark lines).
Hope this helps.